#include "Bullet3Dynamics/b3CpuRigidBodyPipeline.h"
#ifdef __cplusplus
extern "C" {
#endif
b3RigidBodyData* bullet_b3CpuRigidBodyPipeline_getBodyBuffer(b3CpuRigidBodyPipeline* c_this){
	b3RigidBodyData const * c_out = c_this->getBodyBuffer();
	b3RigidBodyData* wrap_out = (b3RigidBodyData*)(void*)(c_out);
	return wrap_out;
}

int bullet_b3CpuRigidBodyPipeline_getNumBodies(b3CpuRigidBodyPipeline* c_this){
	int c_out = c_this->getNumBodies();
	int wrap_out = (c_out);
	return wrap_out;
}

int bullet_b3CpuRigidBodyPipeline_registerPhysicsInstance(b3CpuRigidBodyPipeline* c_this,float mass,float* position,float* orientation,int collisionShapeIndex,int userData){
	float c_arg_mass=mass;
	float const * c_arg_position=(float const *)(void*)(position);
	float const * c_arg_orientation=(float const *)(void*)(orientation);
	int c_arg_collisionShapeIndex=collisionShapeIndex;
	int c_arg_userData=userData;
	int c_out = c_this->registerPhysicsInstance(c_arg_mass,c_arg_position,c_arg_orientation,c_arg_collisionShapeIndex,c_arg_userData);
	int wrap_out = (c_out);
	return wrap_out;
}

#ifdef __cplusplus
}
#endif
